Scritping Question

Tesgrim

First time out of the vault
Okay..heres the thing....I am trying to import scripts from Fallout 1 into Fallout 2 for use with the mapper...is it possible..and if so how?


I already have the scritps (the .int ones)
Any help is apprectiated
 
If you have compiled scripts(int format) then put them in data/scripts folder and add them to scripts.lst file(extract this file from master.dat and put in same folder).
 
Okay..

Well i added the scripts to my C:/programfiles/BlackIsle/Fallout2/Date/Scripts
I added the ones i need in the Script.Ist like the others were(by the way whats the Var things to the right of every entry? i just added =0) but when i go in game...they do not function(even though i can add them) one was supposed to be a computer...yet in-game it gave the description on an old man(in the PDA)..whats the problem?
 
by the way whats the Var things to the right of every entry? i just added =0

This is a local variable counter for this script, if there is 7 then it can have 8 local vars(from 0 to 7)etc.(this is different for every script)

one was supposed to be a computer...yet in-game it gave the description on an old man(in the PDA)..whats the problem
This script work, but you need all the text files for scripts, they have the same name with msg extension (put them in text/english/dialog folder)
 
i'm not sure if the fallout 1 scripts can be simply imported since most of the script numbers have been used for the new scripts ( so rightly, the number that used to be the old computer script now points to the new old man script...)

you can do it by de-compiling the .int files and then re-compiling it after editing it and the scripts.h file to include the name of the old script, which would then give the script a new number..

in theory...

since i don't do fallout 1 scripting i can only guess that this is the case..

also, the prototype numbers are different, so the prototype number that used to be a door is now a guy in robes for example..

so if a script uses PID numbers in it, then they would also need to be changed to the right numbers during the editing stage...



and while you're in the area jargo.. have you fixed that dodgy link to the english FSE?.. it's the first link, the file it downloads is corrupt..
the second is fine..

also, any news on the next version of the FSE you were gathering suggestions for?.. i'm eager to try it out for you.. :)
 
...

Uhm..Okay..Where can i get a simple decompiler( i have noids and the ruby thing...but how the hell....i don't know how to use it, even after reading the readme about 40 times..) also...where is this scripts.h file? i am a complete noob to the entire F2 modding.....any help is greatly appreciated...(note: i ust got another decompiler..but its all corrupted..or something..the file is Dec.exe..so..??)
 
and while you're in the area jargo.. have you fixed that dodgy link to the english FSE?.. it's the first link, the file it downloads is corrupt..
the second is fine..
It is not really corrupt,(tested this) this serwer has some restrictions on world regions :), in Poland it works ok.



also, any news on the next version of the FSE you were gathering suggestions for?.. i'm eager to try it out for you..

New version is almost ready, only some tinkering here and there (only thing is to make something with dialog editor), will try to release it soon.
 
found a slight bug you might not have noticed..

if you do a reply with multiple lines like this..
Code:
Reply(mstr(200)+ mstr(201)+ mstr(202)+ mstr(201)+ mstr(203)+ mstr(201)+ mstr(204)+ mstr(205));
then use the "show message file reference" tool, it duplicates the first mesage string like so..
Code:
/ *** Msg file reference: {200}{}{TOXCOM V4.8                                                           } ***
// *** Msg file reference: {200}{}{TOXCOM V4.8                                                           } ***
// *** Msg file reference: {201}{}{                                                                    } ***
// *** Msg file reference: {202}{}{Welcome to U.S. Toxic waste facility 429.                           } ***
// *** Msg file reference: {201}{}{                                                                    } ***
// *** Msg file reference: {203}{}{WARNING!! WARNING!! WARNING!! WARNING!!                             } ***
// *** Msg file reference: {201}{}{                                                                    } ***
// *** Msg file reference: {204}{}{Hazardous levels of toxic gas detected in the loading area.  } ***
// *** Msg file reference: {205}{}{Area locked down. Please evacuate gas before entering.} ***

no great hardship, just makes it a bit awkward to read, but i thought you might like to know...



@Tesgrim , the scripts.h file is in the mapper directory under scripts/headers/scripts.h

I'm not trying to be nasty but if you can't even find that then i'd give up on the idea of scripting if i were you because it just gets more complicated from here on in.... :(
 
...

Well the funny thing was right after i posted(quite literally) i found them. I fixed them on that And now all is well except..the script still doesn't work..as in when i use the object that i put hte script on..it does not initiate dialouge..i put the .msg files in the data/text/dialouge folder so i am still missing a step....also....COljack...or anyone else..know a more simple decompiler? ..or that can teach me to use Noid's(can't really figure this one out :( )
 
care to be a little more specific of what exactly you want the script to do?
if possible, post the text of the script into a "code box" ( to keep the formatting.. .. )

is the thing you put the script on a critter or an object?
 
...

Goal-To take a script form fallout 1 to use in fallout 2
Things i have done:
1. Taken the glocomp.int file from Fallout 1 master.dat
2. taken glocomp.msg from the fallout 1 master.dat
3. put the gocomp.int into C:\Prog\BlackIsle\Fallout2\Data\scripts
4 put the glocomp.msg into ~\data\text\dialoug
5. added the script in the script.Ist
6. added script to the headers file

thats what i have done\want also....i cannot post the script since it is in .int format and i do not understand how to use Noid's Decompiler.... so...any help with that?
 
it would be easier to just copy the .msg file, make a detailed note of what the computer does and says, and then re-write the entire script...
really...
computers aren't that hard to do, and the existing script probably uses some global variables that are being used by something else now...
 
..

Well...okay...know any how-to manuals/tuts on scripting found a few..but they are short and explain as if you know how to do it
 
If script is registered in scripts.lst then you can use it in mapper(attach to an object).

BTW ColJack Thx for info on this bug.
 
yeah, but i was pointing out that the script may use map or global variables that now are used by something else, so using the script may cause the vault 13 doors to open etc, or the flip side that the script may check a map or global variable to do certain things, so if it's already set then it may the script may not work..
or even that the map is looking for a map variable that is not being set up because the map script is different or non-existant...

as for tutorials.. no there aren't any, we're all learning as we go along..
the best help would be a knowledge of "C" or Pascal ( quite similar to C.. )
basically, if you want to find out how to do something, try and find something in th game that does it and then look at it's script to see how it was done, then try it out for yourself...

it's all pretty much trial and error....


@Jargo, you're welcome...
BTW, what's a "killring"???
 
yup, you are right, but some simple scripts will work.


@ColJack

Killring is a more powerful clipboard.
Try something like this in FSE:

1)Select some text and pres CTRL-K (cut text to killring - k = kill ) ;)

2)Select another text and pres CTRL-K

3)Press CTRL-Y (last text will appear y = Yank) ;)

4)Press CTRL-Y (Second text will appear)

You can put as many text as you want in killring and use it later.
There is Edit->Purge Killring command that will clear all text in it.
 
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